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- Prologue:
- You awake, you feel a pressing cold metal around your neck as you try to understand where you are through your headache. It takes a while for your eyes to get used to the darkness around you, but as you do: you seem to not be the only person present as there are five others whom appear to be just as confused about the situation as you are. Then a short sound is played, a sound reminiscent to how announcements start at train stations. “Dear travellers, that’s you, the train heading fo-” as a cracking interrupts the briefing for a good few minutes before continuing as if nothing happened. “-use it doesn’t work, but please refrain from doing so, thank you. Now. You are surely confused as to whom I am: well, you can call me the... Conductor? Who *wrote* this crap?” As you hear papers being moved from wherever the announcer is as mumbling can be heard. “I suppose you can call me that after all, seems fitting.”
- “Regardless! You best start looking around for whatever may help you: also, your objective is whatever you find. It’ll make sense, I think.” Then it hits you, you heard about it before: these ‘Games of Fun’, they were all over the media for the past months. Not just the incident orchestrated by Ned Logan that started it all: but also the many copycats that have started their own games through kidnapping or inviting others to play in such games ‘for fun’; there have even been talks about new vigilantes and mercenaries that specifically hunt down these copycats and their games. The authorities have called a national emergency, but nothing seems to stop them. Now, it seems: you are part of one of these games.
- Suddenly, you are blinded as several lights turn on all around you: as your eyes stop blinking from the sudden change in light level, you seem to find yourself in an old; abandoned train station. Your eyes did not deceive you when you spotted five other people in the darkness, however you did miss a person that lay close to the six of you. Wearing an orange jacket and a light blue cap, however: judging from the way the person is lying on the floor, the fact that he is not breathing and the bullet hole through the back of his head it appears he is dead. You feel kind of uncomfortable, and it looks like you’re not the only one: so you leave the body alone.
- For now, you believe it is best for now to do as the ‘Conductor’ says, as looking around for things that might help you seems to be the best thing to do regardless of everything else and it appears you are not alone in thinking like this as the others appear to also go their separate ways in finding whatever might help them. You’re afraid: you’ve heard of these games before on the media, and have read about those conspiracies that might be linked to these games, you don’t want to die! There’s also this thing around your neck: a ticking time bomb, best not try to pry with it in case something nasty happens, you think as you walk with no particular destination in mind.
- Somehow, you ended up at the helpdesk of the station. Since those other people are probably already owning items that will help them finish you off, you pray to all that is holy that you can find something useful here as you frantically start searching. Turned out you only needed to look behind the dusty desk however, as there was a box with a label reading “Lost & Found”. Inside said box was not a whole lot: a cap; a pair of underwear, hopefully unused and a small box. Your curiosity has been struck, so you open the box: inside it are a spy camera; a Gameboy, pepper spray, two small coins with some kind of children show’s train on it as well as a train ticket. The train ticket itself has a small message “Craven: End up being the only living person in a room”, at least this doesn’t seem particularly cruel, right?
- Glad that you won’t be empty-handed, you hear the speakers crack again: “would all passengers be so kind as to move to platform one, your train will leave in approximately ten minutes! Don’t forget your train ticket!” As you make your way to what you believe is platform one, you hear a shattering noise: but you decide that it is best not to investigate, just in case.
- Inventory:
- 2 Tokens
- Spy Camera: Allows you to know everything that happened in a room.
- Gameboy: Allows you to play all Game +'s
- Pepper Spray: Allows you to either escape or take down an opponent's capability to fight (Enemy CR -2 in the latter case). Can be a secondary weapon.
- Objective: Craven: End up being the only living person in a room.
- Actions night 1:
- Allies: Charles (Fuwant), Daniel
- I sleep in coupé 3 together with Charles, once we get access to the next rooms. I wait for Charles to leave first and set up the spy camera in the first common room. I will go to the roof for a bit, checking out the surroudnings; with my pepper spray at the ready if I hear anything happening. I then continue forward to the next common room.
- I am mostly on the lookout for Samson, if I see him or overhear him talking, I'll want to check it out to the best of my ability.
- Night 1:
- During the night, after you’re fairly certain that everyone is sleeping and Charles won’t hear any sound you’re making: you make your way to the hallway that serves as the common room. Looking around to make sure you place the spy camera in a position that can benefit you the most. Near the ceiling, you see another spy camera that is filming what you are doing, you proceed to demolish the camera: whomever wanted to use that camera will learn not to try and spy others whilst you are intending to spy on others! Since that spy camera was so easy to find, you decide it is best to make a small hole in the wall and put it there, making it actually impossible to spot. Satisfied, you go back to your coupé and go to sleep.
- Waking up and exciting the first coupé together with Charles, you hang out until you are joined by Daniel, Samson and Nora. Looking up to the crackling speaker, the Conductor starts making an announcement of sorts, “Please make your way to the next sleeping arrangements! I cannot guarantee that it is safe to stay in this wagon!” A hidden door opens up and after Samson’s short inspection, it appears to be the lower storage wagon: but you have no intention of going there, you want to go to the upper storage wagon! You see Samson and Nora leaving for the lower wagon, Samson looking calm whilst Nora looks lazy at best. “So what about reaching the roof?” you ask no one in particular, “Oh just pull the damm light bulb already!” a reply can be heard from the crackling speaker. Sure enough, when you reach up to the light bulb, the light switches off and when you pull it, after burning your hand accidentally, a small ladder falls down giving access to the roof: Charles climbs up to check if it does lead to the roof and indeed confirms it, so you follow suit: leaving Daniel alone in the common room.
- Climbing on top of the roof, you see that it is night-time as the wind rushes past you, there is also nothing but sand surrounding the train and the track. A long railway track through a desert that leads to god-knows-where. Thankfully, it is night so it’s not unbearably hot, though you are curious about the train itself so you decide to inspect the side of the train by slightly leaning over it. Suddenly, you feel a push, but you manage to hold on by immediately lying down flat on the roof. You furiously stand up and turn around to face the pusher: Charles whom is holding a cricket bat. Grabbing from your pocket the pepper spray, you charge towards him to teach him a lesson. Tackling him to the ground, Charles’s bat flies off to the end of the wagon: out of your or his reach as the two of you find yourselves in a test of strength as you lie on top of him, slamming his head against the roof several times before freeing your hand and spraying the pepper spray with full force in Charles’s defenceless eyes.
- As Charles starts crying from the burning sensation, you feel a tackle: and you find yourself at the mercy of Daniel whom has pushed you to lie flat on your back. Daniel leaves you alone and walks back to Charles and hands him a water bottle, offering encouraging words: “that should clean your eyes up.” Doesn’t he know that Charles was the aggressor here?! But there Charles goes, running forward to wherever. Charles proceeds to cleanse his eyes with the water provided and the two of you silently remain on the roof: the sound around you stretches for miles. There is nothing on this roof that might’ve helped you, so you’re not entirely sure why you decided to come here again.
- Looking in the direction that Daniel ran, you opt out of running after him: but as you’re about to turn your face back to Charles you see a small box come flying towards you! You duck but Charles did not see it coming and the side of his head was hit by it. Curious to see what is inside, you crouch over the box and open it: revealing the contents as being four tokens, a glove and a magnet of sorts. Charles quickly nabs the tokens from in front of you and leaves you with the glove and magnet. The jerk, you think as you see him walking towards the next common room. You however, have another place to go before that, as you make your back to the first common room.
- Back in the first common room, you notice that the spy camera you messed with is gone and that the door to the second coupé is open. Before checking your spy camera, you check out the second coupé: but other than a grate on the ceiling that might lead to some kind of air vent, there’s nothing there. You go back to your spy camera and lodge it loose from the wall and decide to immediately check out what magical things have happened here. You skip everything where you still were, and get to the point where Daniel is looking around the wagon for a while before eventually climbing up the ladder: as you experienced thanks to a sore shoulder.
- After that however, the scene takes a surprising turn. The door of coupé 2 opens up and out steps a large man with a dark blue or black long coat, carrying what appears to be a screwdriver and several smaller cassette’s that seem like they can fit in your Gameboy. He quickly looks around the common room before nabbing one of the remaining water bottles; going back in coupé 2; opens the grate and climbs in. Since that grate is closed again, he must’ve closed it again: who knows where this mysterious figure is, what he is doing or whom he is... Is he the Conductor? Should you be worried? Those questions ring in your head as you see the door to coupé 5 opening and Charles(ewig) stepping out; taking the camera before throwing it disappointed to the ground upon realising its camera stopped working. At the very least you’re the only one whom appears to be aware of mister long coat. You decide it is best to go to the next common room.
- Inventory:
- 2 Tokens
- Gameboy: Allows you to play all Game +'s
- Sticky Glove: Steal an item or weapon a player is carrying
- Strong Magnet: Allows you to steal a random metallic item from the target, only very few metallic items ignore this item.
- Objective: Craven: End up being the only living person in a room.
- Actions night 2:
- Like: Daniel
- Dislike: Samson
- I wait for everyone to gather in the common room and take Nora's game cartridge and put it in my Gameboy. I examine whatever happens by myself, and if it won't put me in any harm, I show it to everyone. If it perhaps says too much, I'll lie about its contents and not show it to anyone else. I wait for Samson to leave, but even if he hesitates, I'll check out the lower kitchen wagon for food and items regardless. If Samson attacks me, I won't hesitate to use the sticky glove and kill him with his own weapon.
- Night 2:
- “So you little travellers are bored, are you now?!” The Conductor shouts through the speaker, causing the speaker to crack even more than usual, “Well I’ll make it more entertaining for you, just you wait! I’ll, I’l-“ Suddenly, the entire speaker seems to have been cut off and after a confusing couple of minutes of silence, it appears the speaker has stopped working entirely.. You speak up and talk about how you and Nora agreed to show Nora’s Game3 + by placing it inside your Gameboy. Huddling together around the Gameboy, you switch it on.
- Game3 +
- >As the screen starts to light up, you are immediately brought to some kind of point in the ‘game’. As Deka is testing the buttons, it appears he controls a man in complete orange with something yellow on his chest: the graphics are nothing to write home about, but it appears the orange man is walking around empty streets at end with only a few spots of lights, which are probably streetlights.
- >After faffing about, Charles motions that Deka should start making haste and Deka starts to make the man only walk left: as he appears to be blocked from going anywhere else. Either it is a long street or the orange man walks incredibly slowly, as it seems to take ages: but eventually the buildings along the streets disappear and instead it appears to now take place on a parking lot.
- >Continuing moving left, the orange man reaches a large building with a large banner which shows a blue bunny as well as an incomprehensible text. However, as Deka wanst to make the man continue to the left: it seems the game does not allow so much. After a while of walking around aimlessly, Deka manages to move the man close enough to the large building’s door and the orange man enters immediately.
- >Upon entering the building, you are in some kind of large hallway: there isn’t a whole lot here and the lights are turned off. Trying to move up, further inside the building, yields no results: however moving to a door to the right side of the screen holds results as you enter a different room. This room holds several tables and other things, but nothing noteworthy as far as you can see, there is also another door to the top side of the screen; you walk towards it.
- >Entering this door leads you into an even smaller room, though the graphics make it hard to place: it appears that there are several musical instruments, party hats and decorations here. Then you spot something in the top-right corner of the room: a big blue thing? A man? It doesn’t look the same as the orange man you are controlling: its ears are way, way bigger and the body itself is also larger. Walking towards it gives you [this image]( http://i.imgur.com/M8c4jAw.png), what could it mean?
- “-at I’m going to do!” as the speaker starts cracking again, “hey, why are you huddled around like that?” but none of you feel the particular need to say what you have been doing, instead you continue to make fun of the Conductor before you are eventually threatened to go to sleep.
- As you wake up, stiff from the wooden couch. You note that the entrances to the upper and lower wagons as well as the roof are already there, apparently the Conductor has realised that it is no use to try and attempt to be clever. As you calmly look around the room, you hear Samson “Ugh! My stomach, ohoh the pain! I feel sick!” you wonder if he’ll ever shut up. Regardless, with Samson’s yelps and cries drowning out the usual noise of the speaker and the train, surprisingly enough: you see the other three people slowly leaving to their respective destination. After a short stare at the grate on the ceiling, Charles(ewig) makes a run for the upper restaurant wagon; the orange jacket, which looks familiar, wearing Nora goes up to the roof, oddly invigorated; Charles proceeds to follow Charles’s trail and also leaves for the upper restaurant wagon. Leaving you alone with Daniel and Samson: Samson keeps up the the talk about being sick and you just look at him until you decide it isn’t worth your time and make for the lower kitchen wagon, leaving Daniel alone with just the sick Samson.
- The kitchen looks quite empty, but at least there are a number of cupboards, drawers and the like that may hold useful things. There is not a whole lot of space to manoeuvre, which is kind of a pain: there’s also another trapdoor, this time in the middle of the wagon. You quickly look around, hoping to find something useful and eventually come across two tokens, a pan as well as two mysterious games. Well both would be mysterious, if it hadn’t been for Game3 +, as you find Game4 +, as well as something labelled ‘Pain +’. Suddenly, you hear a noise coming from the trapdoor and as you come closer to investigate it opens and out comes Daniel. “What are you doing.” You ask immediately.
- “T-the trapdoor was open, and I was curious!” he states, looking away from you, “R-regardless, I need to get up to the restaurant, can you help me?”
- “Sure Daniel,” You answer with a shrug, eager to get rid of him to complete your objective, “I think if you break that window with something, climb up along the side and break a window leading to the restaurant you’ll be fine.”
- “Sounds dangerous.”
- “You kidding me right?” He realizes you have a point, but there’s nothing around the kitchen to break a window, though apparently the window broke out of its own free will as the two of you hear the glass shattering when you have your backs turned. You look back to the window and see that it’s broken and open now, “well that helped.” You state as Daniel snorts, “alright, I’m off.”
- “Yeah yeah.” You say and wave him away, shaking your head at what he’s going to do. You see him struggling, and decide that pushing him out of the train is in fact, not, the better of the two options and instead offer him a boost by allowing him to stand on your hands. However, there’s nothing left for you to do but wait, seeing as there’s nothing left in the kitchen and you’re not sure if you’ve completed your objective. So you decide to start up Game4 + with your Gameboy..
- >As the screen starts to light up, you are immediately brought to some kind of point in the ‘game’. As you test the buttons, it appears you control the same orange man as in Game3 +. It controls exactly the same as Game3 +, but the setting is different: you seem to be inside some large building. The graphics are still bad however.
- > Could it be a mall? There’s various shops here, you note as you walk around rather aimlessly. Who is this orange man, what are these games? You decide to inspect closer, and you see something in the orange man’s hand, but you’re not sure what it is. You continue walking around, to eventually spot a pink man with something light blue on his head walking around six yellow men lying on the floor.
- > As you walk near, you are prompted to press A. Seeing as the screen is frozen for any other button, you decide to do so, next thing you know: the pink man lies on the floor and the purple man is still there. You walk to the six yellow men, but you can’t seem to do anything with them: so you walk to the pink man only to be treated with [weird scene](http://i.imgur.com/8UWjwy2.png) that only leaves more questions. The screen turns itself off: apparently, it has had enough.
- Disturbed and somewhat confused, you make your way to the next common room: surely you have completed your objective by now. Only to hear a massive explosion, you’re not sure what to do.
- 2 Tokens
- Gameboy: Allows you to play all Game +'s
- Sticky Glove: Steal an item or weapon a player is carrying
- Strong Magnet: Allows you to steal a random metallic item from the target, only very few metallic items ignore this item.
- Game4 +: well look at that, you already have what you need.
- Paint +: Tells you what people had the strongest weapon at a point in the game, but not at what day specifically.
- Objective: Craven: End up being the only living person in a room.
- Actions night 3:
- I keep my distance from Nora in the common room - if she leaves first, I'll quickly go to the opposite location. My main aim is to not be alone with anyone if she goes first. I will check out the room I go to, and if I hear someone coming, I'll hide with my magnet ready, pointed at them. My hiding and safety is a priority over searching for items.
- If Nora waits behind as well and Daniel goes ahead; I'll follow Daniel wherever he goes. In this situation I want to force a room with the potential to have all three of us in it. I will let him know I am coming and try to team together against Nora - but I won't turn my back. If she doesn't come, I'll search the room while keeping an eye on Daniel. If he appears to pose a threat, I'll use my magnet or my glove to take any weapons, but will do my best to escape and not attack him.
- If no one seems to do anything and waits for me to move... I check out the common room, search for vents/another place to go, discuss the possible movement of the tall man, and if nothing happens, I'll go to the upper seating area, find a place to camp out that's hidden, and train my magnet towards any entrances. I will search the room slowly, but keep my hiding and safety a priority.
- If I find a new game at any point in time, I will do my best to get it and use it alone in an isolated place. I'll use the sticky glove if anyone attacks me and attack them back with no hesitation.
- Night 3:
- The three of you remain in the common room, sitting largely in silence, though thankfully the Conductor breaks the silence as the speaker starts cracking, “well then, with that taken care of, there should be no more... Technical difficulties.. So it’s time for you to start moving: there’s only three of you left, so you best make up for the quantity with lots and lots of quality! Make it a magic show, I like magic shows! Now, I have to dump some garbage so I’ll be right back.” The door to the upper seating room opens up, and at the same time, the ladder to the roof falls down, however none of you feel a particular need to go first. The three of you look at each other, seeing who is going to break first, until Nora stands up with a sigh and climbs the ladder to the roof. Seeing as Nora goes to the roof, you stand up as well and go ahead and make your way to the upper seating room: but before you go, you turn around to Daniel whom waves you away with his bloody and broken hand before turning around spitting out a loose tooth. You wonder how long he’s going to last, but you ignore that thought and continue onwards to the seating room.
- Wary of your surroundings, you look around the room: it features a small bar with some barstools as well as several fancier seats and tables, everything is very, very dusty however and you feel the urge to sneeze by just thinking about the amount of dust. After looking around very carefully and slowly, you realize that there is no-one else here so you start looking around for items, rather than people. You don’t see anything on or under the dusty tables, but you eventually spot something laying on one of the chairs: two small tokens as well as another cartridge! Happy with your find, you take it and read the label: ‘Game6 +’. You decide that should nobody come here, you might as well take a look at it.
- Suddenly, you hear more glass shattering and you jump up and hide near the door through which you came. Somebody must really not like windows, you think to yourself as you pick up a glassshard. Just to be extra careful, you decide to lay low near the door, where nobody should be able to see you; aim your magnet at the door whilst you start up your gameboy after placing Game6 + inside it.
- >As the screen lights up, you’re immediately brought to some point in the game. You see a green and a black man, until eventually as you press a button: you can walk, you are controlling the green man whilst the black man remains where he is. Looking around where the games allows you to go, it appears you’re on the second floor; there’s various shops here and it looks quite big. Eventually you just head up the screen, as it is the only direction the game allows you to walk away from the initial start.
- >Going up, you are faced with a seemingly long, dark corridor that does not event show any other potential routes so you follow the corridor. Eventually, there is a turn to the right; since there is no other direction, you oblige. Eventually, you see something other than just blackness down of you: another room. The door is open and since the game does not allow you to go further to the right, you go inside the room.
- > It’s a small room: but it appears to be filled with lots of grey or black boxes, computers? The green man walks to a table and remains stationary for a while, you are eventually given back control and since there is nothing left for you to do. You walk out of the room again, the moment the green man steps outside of the room, the door is locked: denying you access back inside. Since you can’t go right, it looks like you’ll have to make your way back again.
- >Walking all the way back through the corridor, you return to the starting position, but the black man is missing. You are unable to go right, so you head to the left. For a while nothing interesting happens, but you eventually find yourself on a platform, you jump off to the rail tracks and walk up. You spot a train further up, but as you come close to the train, you can’t continue. Oddly enough, after pressing A: you appear on top of the train itself and you can continue walking up the screen on top of the train.
- > Ultimately, a loading screen occurs as you find yourself on top of the fifth wagon from the first wagon upon which you climbed. There is a trap door on the floor, and as you step on it, the game shuts itself off: apparently, the game is over.
- Just as you finished your game, you hear something: another person is coming! You tense up as you hear more footsteps: you lay in wait, hoping the magnet will save your skin, a foot steps in the room and with the next step the mysterious person is revealed to be none other than Samson! He wasn’t dead after all! As he stands in the entrance, you carefully move closer with your magnet until you can steal something from his pocket: unfortunately, it appears the magnet is rather strong as it does not take something from Samson’s pocket, but instead attracts something that is clipped to Samson’s chest! A ripping sound can be heard as a badge is ripped loose, together with some of his shirt, and your cover has been blown.
- “Didja miss me, you fucker?” Samson states as you stand up: magnet in one hand and glass shard in the other. Samson looks rather annoyed at you, considering you just stole from him, and then looks at what is in your hand: only to smirk as he pulls out an empty bottle and a stick. Your magnet is useless! You feel outmatched, but there is nowhere for you to go as Samson blocks the exit so you throw your magnet towards Samson and run in the opposite direction: towards the counter. Halfway there, you turn around and dodge as Samson swipes his stick towards your head: he misses but Samson had forgotten about your glass shard as you proceed to slash with it towards his face: leaving a nasty gash as well as cutting his right eye, at least as far as you can see.
- Unfortunately, Samson is not done yet and manages to hit you on the shoulder with his stick: breaking the stick in process and giving you a sharp pain as you slam against the counter. You quickly turn around to face Samson as he comes closer with his bottle, ready to strike: he has the look of a killer and you are sure that he will kill you. As you attempt to raise your sticky glove in hopes of catching it with your hand, you notice to your left that a barstool could really hurt. You think fast as you grab the barstool tighter thanks to the sticky glove as Samson takes one last step closer, he raises the bottle high up: ready to smash your face in as you quickly slam the barstool with all your might against Samson: throwing him on the ground.
- With Samson on the ground, you run and dive behind the counter and see something lying under it: a small hammer! You pick it up and stand up, whilst Samson stands up as well and the two of you face off. Your shoulder hurts, though it’s not too bad; you have a hammer, whereas Samson lost his shirt; has a nasty gash vertically across his face; that barstool must’ve certainly hurt him and carries a single bottle. You have the upper hand, and Samson knows it: grabbing something from his pocket, he throws it towards you causing you to flinch as he runs away. You run after him, you are certainly slower, or Samson is just a really fast runner despite being injured, you don’t think it’s best to continue running after him, as it might be a trap: so instead you wait on the open part that connects the wagon with the third common room and your own wagon.
- Not even two minutes of waiting and somebody is climbing down the ladder. It’s Nora and she’s carrying a massive sledgehammer, you’re wary and take a step back, making sure she won’t attack you as well: but it looks like she has no intention of doing so: “hey”
- “Hey, Nora. Sledgehammer?”
- “Sledgehammer. You know... I fucking hate this train.”
- “You’re not the only one.”
- “Hate the voice too.”
- “You’re not the only one.”
- “So I’m going to break shit.”
- “Sledgehammer?”
- “Sledgehammer.”
- “Whatcha gonna do.”
- “Make sure no one is on the previous wagons and then break this connection part, here.” Nora simply states as she crouches and points somewhere, her Sledgehammer resting on her shoulder. You suddenly smell an opportunity to get rid of Samson once and for all.
- “You’re going to check if there’s someone still on there? I already went through the common room, there was no one there.” You lie through your teeth.
- She looks at you with a piercing gaze, but doesn’t say anything for a while: you feel the sweat clinging to your back. “You sure?”
- “I can shout out to make sure?”
- “Go ahead.”
- “Hey! If somebody is still there, you better show yourself or else there will be trouble!” you shout to the common room, you’re certain that Samson is somewhere on there: but you don’t know where and you don’t care anymore. You wait.
- “Nobody.”
- “Nobody.” Nora replies as she stands up, raises her sledgehammer above her head and proceeds to smash at the vital points connecting the wagons, until eventually you hear a clang as it comes loose. You can’t help but smile a bit, Samson will die there eventually: whether from blood loss or thirst, nobody can escape from this desert without outside help.
- “Thanks.” You say as you look one last time at the wagon carrying Samson as it slowly moves out of sight.
- “No.. problem?” Nora answers with a suspicious look before she looks distracted.
- “Something the matter?”
- “... Nothing.” As she climbs back on the roof, you decide to go back to the seating room: see if you missed anything and then go towards the next common room. Back in the seating room, you crouch to see what Samson threw towards you, you see he must’ve thought fast as you find two tokens. Not to mention the badge that your magnet gave you. You decide to make your way to the next common room now.
- Inventory:
- 4 Tokens
- Hammer: CR 2; Hands 1; Uses 1
- Gameboy: Allows you to play all Game +'s
- Security Officer Badge: The logo is scratched to the point of unrecognisability, you can see something resembling a bunny ear though. Under this scratched away logo is a name: "George Moodling".
- Game4 +: well look at that, you already have what you need.
- Game6 +: well look at that, you already have what you need.
- Objective: Craven: End up being the only living person in a room.
- Actions night 4:
- I take the odd key from Daniel. Nora, Daniel, and I all go together toward the front of the train until I reach the trapdoor that Daniel instructed me about. I use the odd key, enter the trapdoor, and sneak underneath the train until I'm beneath the final compartment. I wait as close as I can to the entrance to the room, listening intently to either hear a signal, "Coffee", being yelled by Nora, or the sound of smashing on the door. I wait a beat, burst into the room, surprise the conductor while he's focused on the door, and distract him/struggle with him (maybe with my hammer) until they're able to break through the main door. If all goes to plan, we hijack the train and get the conductor to call the game off. Let's see what happens!!!
- Finale:
- With the scheming the three of you have been doing, you feel you’re ready for what is to come and you are awake long before the speaker starts making that oh-so well known cracking sound by now. “It looks all three of you are already awake, aren’t you guys something? Looks like you’re ready for anything, I hope so: I have something very special planned for the lot of you. But before I let you go, I must apologize: I have been very neglecting due to circumstances that you are probably not even aware of! But rest assured, it has been taken care of and we can finish this game together: isn’t that nice?” The Conductor seems rather calm and perhaps even glad, “I’m looking forward to what you three are going to do! Now, I’m sure you’re all just waiting to get going and entertain the world one last time, so I might as we-“
- Suddenly, the Conductor is cut off as glass can be heard being broken, a shout and two shots can be heard before the speaker turns off. This is the second time something like this happens, but it seems that whatever has happened: the door giving access to the connecting part between the wagon you are in and the next one holding the engine room and the three of you split up. You crouch down to the trapdoor present in the common room, open it; look at Daniel and Nora, nod, and climbs down. The sound is completely deafening anything you have ever heard: you have no idea whether you will be capable of hearing anything else that is going on but you have to trust that you do so you start climbing forward, to the front of the train, to the cabin, to the end of this game!
- Climbing on the bottom of the train proves more difficult than you expected: with your back to the railtrack below you, you can barely look around. You have no idea how Daniel managed to do this: especially considering he can only use one hand properly. But you keep climbing, you suddenly hear a loud bang; another one; another. That must be Nora removing the joints connecting the two wagons together, you think as you slowly keep making your way forward.
- It seems to take ages, but you finally managed to carefully climb your way to the trapdoor that Daniel was talking about and you wonder how he actually knows it was there. You shrug the question away: there is no time for doubt! You start to hear banging, which likely means Nora is already beating up the door standing between them and the Conductor, so you use your odd key and open the trapdoor to climb inside. But as you raise your head to peek inside, you lock eyes with a set of calm green eyes: the owner of the green eyes makes room for you to climb inside but proceeds to point at a desert eagle at your face, “be so kind, mister Deka, to drop that hammer of yours down the trapdoor and open up that door before they break it, it has done nothing wrong.” You do as he says and drop the hammer down onto the track: there is no way you can stand up to him with that gun. Looking around the cabin as you walk to the door, you see that the suit wearing man sits down in the conductors seat: there is a corpse on the ground with two bullet wounds through the head and blood on both the panel and the seat itself.
- You open the door to see Nora about to smash in the door again and you motion them inside as you feel the gun being pointed at you. You turn back around to observe the scene: in the conductors seat sits the man wearing a suit, his calm green eyes look at the three of you, his face does not reveal a single emotion but in his hand he holds something that you know you won’t be able to go up against: the desert eagle and it is aimed at you. Looking around the cabin, you see a corpse with two bullet wounds through the head and in his hand a hacksaw, the blood covering both the conductors seat as well as the panel that seems to control everything inside the train. You hold your breath until this suited man starts to speak, “there is no need anymore, the copycat whom calls himself the Conductor is dead. The body should speak for itself.” As he nods towards it, his words feels almost soothing after the tense situation.
- “Who are you?” Daniel asks, only for the green-eyed man to smile lightly.
- “Mister Deka asked the same thing, but it is not important. What is important is what I do: I serve and I pour, and that is all there is to it.”
- “Deka what happened?” Nora asks, only for you to shake your head.
- “I climbed along the bottom, but the moment I entered I had this man aiming his gun at me and the rest is just like it is now.”
- “So, how do we know that you are not the Conductor?” Daniel demands,
- “All what you might need to find that out had been available to any of you in this fallacy” The man replies, not intending to lower his gun whatsoever as he nods to the corpse once again: “you can ask him if you like, dead men do not tell lies, but I think you’ll find it hard to get an answer out of him.”
- “I don’t believe you, it’s not the first dead body we have seen.” You state, wary and tense due to the gun aimed at yourself. You look to Nora and Daniel and get worried as they raise their weapons. The man’s left hand, which had been resting on the nearby panel that was filled by buttons, moves a little bit as his index finger reaches an orange button: it looks suspiciously like a panic button. Could it be? It’s the button to activate the explosive collar, you tense up and Daniel lowers his knife, but Nora keeps it raised.
- “Such defiance will get you killed, miss Nora.” The man simply states as he presses it!
- ?
- Nothing happened, no sound was made, nothing and the man simply looks amused. “It never worked, had it worked: mister Daniel would not be among us, considering he went somewhere he was not supposed to. Those things around your neck are merely pieces of metal, nothing more; nothing less.”
- Daniel, clearly not feeling comfortable, asks the million dollar question: “What about the game?”
- “This ‘game’ as that vile man called it, is over.” The man states as he stands up and looks in the eyes of three of you: “it is good what you did, standing up to him that is, but it is regrettable that you still did what he desired of you: you played his game and that is unforgivable.” He states, changing his guns target from you to Nora, to Daniel before lowering it altogether.
- “So this is over.” He states as he walks towards Daniel, who moves aside and the man simply walks out the door, and standing still: his back towards the three of you as he looks up, you hear a weird sound approaching from above. “I will make sure of it.” The green-eyed man looks to grab something and suddenly floats away: the three of you follow him outside as you see that he holds a rope ladder which is hanging from a helicopter as it flies in the opposite direction from where the train is heading. Suddenly time seems to slow down, as you see the man bow towards you, one hand still holding on to the rope ladder, take something out of his pocket and presses a button on it. Suddenly you hear something clicking, both from Daniel’s pocket and from inside and outside the cabin: the only thing you feel after that is the blast from the explosion.
- Congratulations! You made it to the end of Rails of Fun! Did the Conductor escape after all, or was it somebody else entirely: and if so, who was it? Who was the black wearing man, what was he doing? So many questions, but many items; observations and information were found throughout the game, they hold the truth that ultimately eluded the three survivors still on the train.
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